Blanco
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Following a plane in a cutscene
Blanco replied to kerosene's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried Logiccam? -
Use the cfgSound class, Put this in your description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSounds { sounds[] = { sirene,reveil, 14taps}; class sirene { name = "siren";sound[] = {"siren.ogg", db-0, 1.0}; titles[] = {0, $STRM_siren};}; class reveil { name = "reveil";sound[] = {"reveil.ogg", db-0, 1.0}; titles[] = {0, $STRM_reveil};}; class 14taps { name = "h14taps";sound[] = {"14taps.ogg", db-0, 1.0}; titles[] = {0, $STRM_14taps};}; Then place a gamelogic, name it and play the sound via the say command Like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Logicname say "reveil" If this doesn't work either, there is probably something wrong with your sound format Read Bloodmixers soundtutorial
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This island rocks! The more I play it, the more I love it.
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How does those cargo and para scripts work? I have read the readme and it's not in there. Few questions... 1- I "moveincargo" a few troops,take off and an action appears : "Parachute group" But when I click on it, the rear cargo door opens... OK guys green light, GO GO GO... but nobody jumps... 2- How does the cargo script work? I drive in a 3 UAZ, I can load them all, I take off, click on Parachute cargo and only one UAZ is dropped. 3- Can I load them instantly? Another thing I've noticed, pilot has no parachute. Don't get me wrong, the plane is awsome and a great improvement, but I can find any readme with instructions how the script work.
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Yes, I remember now. It took 20 seconds or so before the behavior returned to safe again. But i'm pretty sure you did the test on the player and not on a AI unit  I tried it myself but it doesn't work, so I suppose you did something different than me. I don't think I have that test anymore, do you have the name of zip? Maybe I can find it back on my HD.
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No offence but some people are imo OFP-indoctrinated or something. I have'nt seen the explosions in the next ECP version, but these ones look very good. I could be wrong, but it looks like the trees can be partly destroyed by explosions (see the 3th pic). But ok, you can't discuss a matter of taste. I agree with this one, the only new thing I see are better graphics.
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6 new screens on Worthplaying http://www.worthplaying.com/article....order=0 Man, it looks too good to be true! Look at the interface, so similar to OFP, The way he holds his weapon, the yellow positionpointer... The is a pure clone!
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I just had a long and slow Deltaflight over the island... Great job Big island btw.
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Well, that's what the script does. Â The fire grows as well as the damage, that's the part I like about this firescript, the fire lives. You have to define the position of the fire and the size of the fire when it starts to burn. When damage is higher then 0.95, it explodes with debris and keeps on burnin' and smokin' for a while I tried it with four A10's and it worked perfect. Btw : a unit has no condition field, (actually it has a condition of presence field, but that's not the one you need), run the script in the initialisation field.
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Don't know that's the problem, but a lot of triggers can be a bitch sometimes. No, you can use 1 script for all units. That condition line replaces the 20 triggers. Just run the script as normal. For example : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,[0,-9.6,0],0.5] exec "UltimateFire.sqs" ...in the init of your vehicle, object, unit,... whatever
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Yes, I tried it with multiple objects, it were 4 or 5 buildings, but I don't think that matters Instead of putting 20 triggers on your map, why dont you just add the condition in the script itself? ;=========Top======== ;script written by Igor Drukov (igordrukov@noos.fr) ;an actual compilation of original BIS and Vektorboson scripts. ;vehicle _object= _this select 0 ;relative position of fire to vehicle _ox=(_this select 1) select 0 _oy=(_this select 1) select 1 _h=(_this select 1) select 2 ;size of fire and consequent inflicted damage _size=_this select 2 ;====> insert here @getdammage _object >= .7 ...and then the rest of the script...
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Actually, the one above is an old version. You can download the final version Here (demomission included), it's one of the best firescripts around imo, but you'll need a strong computer.
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That's not a bug, the scripts doesn't check for any damagevalues. The fire starts immediately when you run the script. But why don't you add a condition in the beginning? something like : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @ getdammage _object >= 0.8 Or via a "dammaged" or "hit" eventhandler?
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;script written by Igor Drukov (igordrukov@noos.fr) ;an actual compilation of original BIS and Vektorboson scripts. _object= _this select 0 _pos=getpos _object _lifeTime =35 _delay = 0.05 _velocity=[0,0,1] _lifeTicks = _lifeTime / _delay _lifeTick = _lifeTicks _x=getpos _object select 0 _y=getpos _object select 1 _z=getpos _object select 2 _i=0.01+getdammage _object #Begin _x=getpos _object select 0 _y=getpos _object select 1 _z=getpos _object select 2 _pos=getpos _object ?(random _lifeTicks) < _lifeTick : drop ["cl_fire", "", "Billboard", 1, random 5, _pos, [(_velocity select 0) + random 1, (_velocity select 1) + random 1, (_velocity select 2) + random 1], 1, 0.005, 0.0042, 0.2, [random 0.05], [[1,1,1,1],[0,0,0,0]], [0,1,0], 0.5, 0.5, "", "", ""] drop ["cl_basic", "", "Billboard", 1, 10, _pos, [0,0,1], 1, 0.005, 0.0042, 0.5, [0.2,10], [[0,0,0,0], [0.3,0.3,0.3,1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0.1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0]], [0,1,0,1,0,1], 0.2, 0.2, "", "", ""] drop ["cl_fire", "", "Billboard", 1, 1.5, _pos, [random 0.3, random 0.3, random 0.3], 1, 0.004, 0.004, 0.1, [5*(0.1 + 0.2 * _lifeTick/_lifeTicks), 5*(0.1 + 0.5 * _lifeTick/_lifeTicks), 5*(0.1 + 0.1 * _lifeTick/_lifeTicks)], [[1,1,1,0], [1,1,1,1], [1,1,1,0.6], [1,1,1,0]], [0,1,0], 0.5, 0.05, "", "", ""] ~_delay _object setdammage _i _i=_i*1.01 ?(getdammage _object)>0.95:goto "explo" _lifeTick = _lifeTick - 1 ?_lifeTick > 0 : goto "Begin" #explo _object setdammage 1 _Unit = _object _Explosion = GetPos _Unit _cx = _Explosion select 0 _cy = _Explosion select 1 _cz = _Explosion select 2 ~0.75 _c = 50 _color = [[0.35,0.35,0.3,0], [0.2, 0.2, 0.1, 0.5],[0.2, 0.27, 0.15, 0]] _size = [2, 5] _size1 = [2, 15] _lifetime = 2 _step = 360 / _c _i = 0 ;Vektorboson again... always him ! #l1 _Explosion = GetPos _Unit _cx = _Explosion select 0 _cy = _Explosion select 1 _cz = _Explosion select 2 _vel = [sin(_i * _step)*15, cos(_i * _step)*15,0] _vel0 = [sin(_i * _step)*100, cos(_i * _step)*100, random 75-random 150] _vel1 = [sin(_i * _step)*15, cos(_i * _step)*15,random 15-random 30] ?_cz<1:drop ["cl_basic", "", "Billboard", _lifetime, _lifetime, [_cx, _cy, _cz], _vel, 0, 0.2, 0.157, 0.001, _size, _color, [0], 0.1, 0.2, "", "", ""] ?_cz>=1:drop ["cl_basic", "", "Billboard", _lifetime, _lifetime, [_cx, _cy, _cz], _vel1, 0, 0.2, 0.157, 0.001, [5,15,25], _color, [0], 0.1, 0.2, "", "", ""] drop ["cl_fire", "", "Billboard", 1, 0.75, [_cx, _cy, _cz+1], _vel0,1, 0.004, 0.004, 0.1, [random 5,random 25], [[1,1,1,0], [1,1,1,1], [1,1,1,0.6], [1,1,1,0]], [0,1,0], 0.5, 0.05, "", "", ""] _i = _i + 1 ?_i < _c: goto "l1" _tempobj = objNull _pos=getpos _object _lifeTime =45 _delay = 0.1 _velocity=[0,0,1] _lifeTicks = _lifeTime / _delay _lifeTick = _lifeTicks _x=getpos _object select 0 _y=getpos _object select 1 _z=getpos _object select 2 #Begin0 _x=getpos _object select 0 _y=getpos _object select 1 _z=getpos _object select 2 _pos=getpos _object ?(random _lifeTicks) < _lifeTick : drop ["cl_fire", "", "Billboard", 1, random 5, _pos, [(_velocity select 0) + random 1, (_velocity select 1) + random 1, (_velocity select 2) + random 1], 1, 0.005, 0.0042, 0.2, [random 0.05], [[1,1,1,1],[0,0,0,0]], [0,1,0], 0.5, 0.5, "", "", ""] drop ["cl_basic", "", "Billboard", 1, 10, _pos, [0,0,1], 1, 0.005, 0.0042, 0.5, [0.2,10], [[0,0,0,0], [0.3,0.3,0.3,1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0.1 * _lifeTick/_lifeTicks], [0.8,0.8,0.8,0]], [0,1,0,1,0,1], 0.2, 0.2, "", "", ""] drop ["cl_fire", "", "Billboard", 1, 1.5, _pos, [random 0.3, random 0.3, random 0.3], 1, 0.004, 0.004, 0.1, [5*(0.1 + 0.2 * _lifeTick/_lifeTicks), 5*(0.1 + 0.5 * _lifeTick/_lifeTicks), 5*(0.1 + 0.1 * _lifeTick/_lifeTicks)], [[1,1,1,0], [1,1,1,1], [1,1,1,0.6], [1,1,1,0]], [0,1,0], 0.5, 0.05, "", "", ""] ~_delay _object setdammage _i _i=_i*1.1 _lifeTick = _lifeTick - 1 ?_lifeTick > 0 : goto "Begin0" exit
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Use the HasWeapon or the Weapons command. If you are talking about the weapon in hand... you can't
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mapfact releases: Create Object Script
Blanco replied to raedor's topic in OFP : MISSION EDITING & SCRIPTING
This is not a script, this is OFP art! It blew me away. Those mapfact guys are genious -
I think I gonna like BIA. I'm I right when I compare the game with an improved version of Full spectrum warrior in a WW2 setting with more freedom and atmosphere? But with the same simple interface, commands, etc...
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smoke grenade position detection?
Blanco replied to MK1's topic in OFP : MISSION EDITING & SCRIPTING
I think using a fired EH is the way to go. An idea... Check the speed and height after the smoke nade is thrown, when it's speed is lower than approx 5km/h and lower then 1m, create a gamelogic at that position. Store the positionarray of the gamelogic in a variable. It's possible that the gamelogic is created at the exact same position as the thrower due a too slow accelation when the grenade leaves the unit's hand. Putting a very short delay before you start to check the speed and height could solve the issue. I did it once with a grenade fired from a grenadelauncher (for a trainingcourse) and it worked, so I'm sure it will work too for smokegrenades. -
FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Hats off, Thunderbird I was pleased to use the Belgacom mirror for Europe users, I had 830Kb/sec  **edit** Small bug report : -CTD , invalid crew civilian1 error when I try to use Ikarus 260 MZK 1981 or 1991 ...from the Vilas car mod -CTD invalid crew vipolicia1 error ...when I try to use the - Ford Policje - Tarpan Policja ...and a CTD invalid crew vipolicurd with the - Polonez Caro Policje ...also from the Vilas car mod -
It also contains the handgunsounds.
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Ok, it works now. Lagfree mission and cool watersplashes (first impression)
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True, but i think cfgsounds are limited in filesize/lenght
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Igor something 's wrong... I have made a modfolder especially for your mission, I've added only the addons I need to be sure... I start the mission and i see this : [imghttp://users.telenet.be/blanco/Scripts/error.jpg[/img]>100kb What's missing? I've dowloaded all the addons (except Invdemo1.2, I'm sure I got the right one) again from the links you provide to make sure I don't have old versions.
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Not possible imo but you can make him bleed (or add dammage) to death when he tries to sprint. You'll need a EH "dammaged" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit AddEventHandler ["dammaged", {_this exec "script.sqs"}] script.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _who = _this select 0 _where = _this select 1 ;exit the script when he's in a vehicle ?(_who != vehicle _who): exit ; when he's hit in the leg and can stand, set maxspd at 8km/h or just a bit faster then running speed ?_where == "nohy" && canstand _who: maxspd = 8.2 Then you have to check the unit's speed... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?speed _unit > maxspd : _unit setdammage (getdammage _unit + 0.1) max 10 seconds and he's dead